- One random spell that he knows is removed from his mind. During this time, he will be unable to cast it, nor comment to others about it.
- Those who lack any of his wizardry understandings will find him especially odd, whether from just his eccentricities or from the strange phenomena that occur around him too. He will thus suffer a -2d6 penalty to all Charisma rolls to relate to such mundanes.
Wednesday, September 17, 2025
Gods of Wizardry, Part II
Wednesday, September 10, 2025
Gods of Wizardry, Part I
Great knowing brings great power.
Ways of Wizardry
- Study well, increasing your understanding
- Use one's mastery of such concepts
- Work great things
Wednesday, September 3, 2025
Gods of Fey Magic, Part III
Enchantment all, the magic of the fey cannot blatantly cause or heal direct damage, nor trouble itself with good or evil. Those are the province of mortal magic- but all else is fair game! Fey spells are thereby more subtle things, focusing especially on what brings fortune (and misfortune), transformation, illusion, charm, and wonder.
- To determine which ones a fey enchanter might know, use the spell lists for two of the divinities that a type of fairy aligns with that also has their chosen aspect.
- Make sure to leave out any directly damaging or moralistic ones of course.
- Make sure to include the spells of Fey Lords if they match one or both of the divinities:
Arms & Armor (link), Blastings (link), Blessings & Curses (link), Champions (link), Food & Drink (link), Maidens (link), Puppets (link), Realms (link), and Wards (link). - Being akin to spontaneity, fey enchanters need not prepare their spells ahead of time. They can cast the ones that they know on a whim, up to the amount per day and spell levels that a cleric of the same level can.
Wednesday, August 27, 2025
Gods of Fey Magic, Part II

- Fey-shot, takes a -1d6 penalty to all their rolls unless an aspect is present (evens) or not (odds), sensed as a strange feeling or simply bad luck. For example, one might suffer -1d6 to all rolls when facing east or when not wearing the color green.
- Spells and magic items can malfunction, per Change to the Magic of Sorcery (link), when cast or used within 1d6 x 30' of the one affected (whether by themselves or by others), whenever an aspect is present (evens) or not (odds). The caster or user can save vs. spell/ make a Will save DC 15 to prevent it. For instance, a Magic Missile spell or wand might go haywire if it is not daytime or if in a meadow and the caster fails his save.
Wednesday, August 20, 2025
Wednesday, August 13, 2025
Gods of Dark Magic, Part III
Wednesday, August 6, 2025
Gods of Dark Magic, Part II

That which is taken may not be so easily returned. Rolling a 1 as a dark magic side-effect (and choosing to proceed) or rolling the same side-effect number thrice can trigger such ruinous trials.
1-9. A greater cost is required. The one undergoing the test suffers permanently until another test might change the curse. Roll 1d6, compounding any results that are incurred repeatedly.
1. Health: Become sensitive to some common substance or situation, taking -1d6 to all rolls when exposed to it for the next 1d6 hours. It will likely be something related or in opposition to the warlock's god, whether some foodstuff, plant, beast, time of day, weather pattern, mortal triviality, or the like.
2. Wealth: Must toil for some master for at least 2d6 hours a day, being generally bound to the place. How else to earn one's keep?
3. Fortune: What one most values is taken from them 33% of the time. Whenever they reach to enjoy it, it may inevitably be lost again. Few would be surprised.
4. Fame: Those who encounter the one undergoing the test must save vs. death/ make a Will save DC 10 or either strive to flee them (if weaker) or strive to harm them (if of similar might or stronger) for a minimum of 1d6 rounds. Gaining power over others is thereby encouraged.
Wednesday, July 30, 2025
Gods of Dark Magic, Part I
Ways of Dark Magic
- Nothing can be helped without harm
- There is great power in the shadow
- The cruel may gain much
- But the darkness will claim them too
Wednesday, July 23, 2025
Gods of Sword & Sorcery, Part III
2. It is an innate power within the sorcerer, perhaps from some supernatural lineage, and such access makes that lineage increasingly obvious to others.
3. An occult tome must be acquired to learn and cast it, likely requiring an adventure, great expense, or both.
4. Only a deal made with an otherworldly entity will provide its knowledge, requiring offering something up in return.
Wednesday, July 16, 2025
Gods of Sword & Sorcery, Part II
Elaborating upon the results in Part I, myriad events can occur when sorcerers push the bounds of magic. When a sword & sorcery side-effect so determines, a suitable sacrifice isn't done, the potential target is selected, and the save is failed (if allowed), changes can happen, emphasizing the sense of chance and even potential chaos found in sorcery.
Wednesday, July 9, 2025
Gods of Sword & Sorcery, Part I
Ways of Sword & Sorcery
- Demonstrate your great power
- Showing your magic
- What happens is the will of the gods
- But be wary of them too
Wednesday, July 2, 2025
Medieval Clerics, Part III
Wednesday, June 25, 2025
Medieval Clerics, Part II
Wednesday, June 18, 2025
Medieval Clerics, Part I
Serve your faith, and it will serve you well.
Tenets of Medieval Orders
- Be virtuous & humble
- Be pure (abiding by chastity & poverty)
- Doing one's duty (obedient)
- Denounce evil (especially magic!)
- Following the principles of one's faith (by angel or saint)
Wednesday, June 11, 2025
Dark Age Clerics, Part III
Wednesday, June 4, 2025
Dark Age Clerics, Part II
What has come has gone, perhaps never to return, whether a Bronze Age collapse, Iron Age collapse, or not.
1-9. All things come to an end, some more unfortunately than others. The dark age cleric (or whomever is affected by this test) experiences austerity. Each result will compound when experienced more than once, and might only be undone once he (or the dark age cleric who caused it) rolls a magical side-effect of 12 at some point (see Part I).
As for what the thing affected is, roll 1d8: [i] magic spell, [ii] thing held, [iii] thing worn, [iv] thing consumed, [v] thing read, [vi] thing sat upon, [vii] mode of transport, [viii] furnishing.
Wednesday, May 28, 2025
Wednesday, May 21, 2025
Bronze Age Clerics, Part III
Spells Known: Bronze Age clerics can know 1d4+2 spells of levels that they can cast, determined at random. These are drawn from the standard cleric list, or from a divinity or other list if combining rules (see Folk & Epoch Variations below). For example, a 4th level palace cleric might know just three 1st level spells, but five 2nd level spells.
Wednesday, May 14, 2025
Bronze Age Clerics, Part II
Bronze Age Tests
Great works may collapse with an even greater fall.
1-9. The gods appear angered! The bronze age cleric loses access to all his spells and his turn ability. Roll on a matching table below to determine what tasks he must perform to have each one of them restored.
Glorious Warrior (d6)
[1] Ride upon a chariot with 3d4 or more spectators viewing the resplendent act.
[2] Hold twin, golden weapons before the brilliant sun.
[3] Spy a new land, place, woman, or group to be conquered by his might, drinking well afterwards in celebration.
[4] Deposit 3d3 weapons in water, or have them be bent and buried as an offering at least.
[5] Capture 2d3 cattle, whether beasts or lesser men.
[6] Impressively defeat 1d3 foes from a rival group.
Wednesday, May 7, 2025
Bronze Age Clerics, Part I
Gods of the Bronze Age
Glorious warriors, palaces, and god-kings abound, with forgings for divinities to match.
Tenets of Bronze Age Gods
- Achieve glory for oneself according to one's caste
- Obey the paternal order
- Ensure the success of your family, your clan, and your people
- Trade with others as needed
- Do not deign to use iron or other non-bronze armament or protection
Wednesday, April 30, 2025
Stone Age Clerics, Part III
Wednesday, April 23, 2025
Stone Age Clerics, Part II
Wednesday, April 16, 2025
Stone Age Clerics, Part I
Whether caveman, hunter-gatherer, or neolithic, divinities can be followed from the dawn of time as proto-gods or especially potent spirits.
Tenets of Stone Age Gods & Spirits
- Survive how you can
- Support and protect your family, tribe, and clan
- Honor beasts, plants, and the land
- Never use (depending on which epoch the stone age cleric is from)...!
Wednesday, April 9, 2025
Wednesday, April 2, 2025
Clerics of Aegir, Part II

The sea will claim what's needed.
Wednesday, March 26, 2025
Wednesday, March 19, 2025
Clerics of Ullr, Part III
Wednesday, March 12, 2025
Clerics of Ullr, Part II

The bow strikes that which is unready.
Wednesday, March 5, 2025
Wednesday, February 26, 2025
Priestesses of Idunn, Part III

Wednesday, February 19, 2025
Priestesses of Idun, Part II

Trials may come when deceivers lure one away from what's wholesome.
Wednesday, February 12, 2025
Wednesday, February 5, 2025
Clerics of Njordr, Part III
Wednesday, January 29, 2025
Clerics of Njordr, Part II

The flow may show what truly matters once the tide recedes.
Wednesday, January 22, 2025
Wednesday, January 15, 2025
Priestesses of Frigg, Part III

Wednesday, January 8, 2025
Priestesses of Frigg, Part II
What is beloved may not always remain seen.